// Magic Software, Inc.
// http://www.magic-software.com
// Copyright (c) 2000, All Rights Reserved
//
// Source code from Magic Software is supplied under the terms of a license
// agreement and may not be copied or disclosed except in accordance with the
// terms of that agreement.  The various license agreements may be found at
// the Magic Software web site.  This file is subject to the license
//
// RESTRICTED USE SOURCE CODE
// http://www.magic-software.com/License/restricted.pdf

//----------------------------------------------------------------------------
inline MgcAmbientLight::MgcAmbientLight ()
{
}
//----------------------------------------------------------------------------
inline MgcLight::Type MgcAmbientLight::GetType () const
{
    return LT_AMBIENT;
}
//----------------------------------------------------------------------------
inline void MgcAmbientLight::ComputeDiffuse (const MgcMatrix3& rkWorldRotate,
    const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
    const MgcVector3* akVertex, const MgcVector3* akNormal,
    unsigned int uiQuantity, const bool* abVisible, MgcColor* akDiffuse)
{
    // ambient lights have no diffuse component
}
//----------------------------------------------------------------------------
inline void MgcAmbientLight::ComputeSpecular (const MgcMatrix3& rkWorldRotate,
    const MgcVector3& rkWorldTranslate, MgcReal fWorldScale,
    const MgcVector3* akVertex, const MgcVector3* akNormal,
    unsigned int uiQuantity, const bool* abVisible,
    const MgcVector3& rkCameraModelLocation, MgcColor* akSpecular)
{
    // ambient lights have no specular component
}
//----------------------------------------------------------------------------
